Doomheim

I have been trying to come up with a reasonable Point-Defense System module for destroyer class and up. Frigs might be able to use this as a serious upgrade to dps, if the ability as limited, however, I think i have a workaround for that issue entirely:

make the pds AI-controlled.

Stats should be similar for each size, make it a high or mid-slot, and give it a low cap-drain factor. Should be a projectile turret I think, as these naturally have the lower cap needs, and higher rate of fire.

You could even make the turrets small enough that they would be the same for each class, yet increased ship size means increased number of turrets per module.

The AI would target drones, missles, and maybe even attempt to shoot Rail rounds. Totally ineffective against lasers, but there could be a reflective chaff-type system for reflecting lasers.

In theory, you could even take this a step further, and create a defensive ship designed specifically to counter wolf pack type attacks on larger ships. But, if this design were to be implemented, then it would need to be a cruiser/destroyer class vessel.

1 or 2 would have little effect on a capital's ability to jump or use other modules (Titan Doomsday) in a reasonable amount of time, but dozen(s) would drain enough over time to decrease jump range or prevent a capital from jumping at all, or using other modules that require isotopes once dry.

The Isotope Nos would allow for the transfer of isotopes from one capital fuel bay (the target) to another.

The Scope

Gallente Federation

Missile barrage podFires a swarm of guided missiles at all targeted ships within range. It fires a maximum amount of missiles per ship and a maximum amount overall. It has to reload after one shot for a longer time.

Nanite CannonFires nanite loaded projectiles which explode on impact and release an aggressive nanite swarm. The initial damage is not very high but ships attacked by the nanites take constant damage. The nanite swarms fade over time. All active nanites attack the last by the cannon hit ship. Depending on the nanite type the damage type done differs.

The idea of this module is that non-essential areas (crew quarters, passenger quarters, bits and pieces of superstructure, holdspace) etc) Have no impact on vessel performance in combat if they are perforated/incinerated. Armour plate and nano-membrane performance enhancements are concentrated purely over those critical areas most required.

Basic Principles: Total weight of armour is less as less plate is usedRaw HP bonus is less as less plate is usedResistances are boosted as plate and nano-membranes are focused on critical areas.

This module does not perform as well as armour plate and EANM together, but has a lower mass, therefore impacts speed and agility less.